Website: Reva.ihostfull.com Icrazyblaze.itch.ioName: Resident Evil - ValiantMode: SingleplayerMod: Half Life 1 / Spirit of Half LifeContent: Custom Code/Models/Maps/Textures/SoundsLevels: 8 so Far as Storyline and 5+ as Defense MapsFinished: Soon(tm)Style: Zombies and GruntsTeam: 2 Mapper and a part time coder and many generous help like Modelling and Texturing.

Story: This Modification takes place in the Resident Evil Universe, you're part of the Raccoon City Police Department when hell breaks loose and zombies invade the city. The police helicopter is flying around the city when being hit and forced to land.

We have 2 Gamemodes

Storyline: Just a Regular Storyline

Defense Maps: you play trough various Maps with a Timer that you have to Defend and Stay alive for a Time and/or collect stuff helping you Defend.

Special Features:

Remember this From Resident Evil?

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THIS is a system we use to Fake this in GoldSource

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To have a More Resident Evil Feeling we decided to not let you pick up items by running over the but by pressing the USE button

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THIS is how our Hud Looks

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theres many new Weapons, most notably the Green Herb, Red Herb and First Aid Spray

yes... WEAPONS, you pick them up and have them as weapons to heal you for either 25 50 or 100% whenever u feel like needed

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The Healthbar has been Replaced by 3 Animated ECG Sprites for Fine/ Causion and Danger Health (going below 70% and 30% also reduces speed)

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also this Badass change wich took many time to find out for Coder and Modeller the Human_Grunt now has Rapidfire in wich he shoows the whole clip of 36 until he reloads or goes into Thinking State

yep, MinuiT gave me something similar
*Cool. You can do decapitation in a few lines of code. What you want is to add something like:void YourZombieClass::TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType){

// Check which hitgroup we shot
switch (ptr->iHitgroup)
{
// We hit the head. Hitgroup number "1" in the qc file
case HITGROUP_HEAD:
// Check if we did enough damage - Change 50 to whatever you want
if (flDamage > 50)
{
// Play sound of head exploding. Maybe you want to use a channel other than chan_body, as I believe footsteps and bodydrop use this channel
EMIT_SOUND_DYN(ENT(pev), CHAN_BODY, "YourDecapitateSound.wav", 1, ATTN_NORM, 0, 100); // Don't forget to precache this sound
pev->health = 0; // Kill it

// X is the body group number (check the QC file) - Y is the submodel in that bodygroup to change to (check the QC file)
SetBodygroup(x, y);

}(bearbeitet)Haven't tested it or anything like that, but it should work close enough for what you wantEvery time you shoot your monster, it will run that code. If I remember correctly, melee weapons might not run TraceAttack, I can't remember. But guns doSetBodygroup is the thing actually changing the submodel to your headless versionMake sure you setup your hitboxes correctly in the QC too, to determine where the head hitbox is*
but even tho i managed to chjange a few lines in code im not really a experienced coder to implement such things,

take the Zombies and others (6 zombies or try to convert to 1, Grunt, Barney, Survivor, Scientist) and decapacitate there Bodygroups like in a sample model attached

relocate a MP5s Hands cuz it looks really wierd

1x Coder:

Produce a Bodygroup Decapacitation System for Models in wich you shoot them and depending on Hitbox (left arm, right arm, head, chest, left leg, right leg) they lose a bodypart

might have guessed it... even MORE blood

make the game randomly select a zombie at the placement of a monster_zombie or monstermaker from zimbie1,zombie2,zombie3 etc..

Fix a bug in monster_grunt_repel

Mapper:we need a PROFESSIONAL mapper to take a few of our maps and beautificate them and if it doesnt look to good recreat the intro based on re3.

also one for Completely Creating Map9, needs to also have Professsional Experience and imagination to completely recreate a Huge Umbrella Laboratory (Screenshots as exampl e will be provided)

PLEASE NO BEGINNERS i had a guy come up to me saying hes Expert and Professional then questioned when he couldnt find leaks or build huge Skyboxes around maps so please dont even try im not the best mapper but not that dumb or delusional.

we offer a nice spot in the Credits and the Game Intro/Offtro as payment and our everlasting gratitute (for the coder i could also offer a bit cash but it would be really really low like 20-30 wich is basically a insult).

News Update, some new Display Videos of the Themepark and the Final Lab

https://www.youtube.com/watch?v=ZoDzbk3m0fA

https://www.youtube.com/watch?v=LsgTIWiNhRs

meanwhile we had someone Testplay the mod in BETA and noticed a few bugs including a Crash and had a bit of Coding help from Shepard, Solokiller and Jamberoonie/RuMpl from RECB fixing a Crashing Bug and various small things also thx to Admer for help with the Themepark Rollercoaster.

Mappingwise we should be 98% Finished, just finish the Lab9, Fix a broken entity in most maps and were good to go for another Beta Test

Meanwhile i tried to implement something i saw at RECB

https://puu.sh/Czhc5/949a2b0fc9.png

but after hours of trying i gave up

(my result as a basic beginner coder lol)

https://puu.sh/CzbAH/f7d048aeac.png

i wish i had someone to polish the Intro more or beautificate/Optimize some maps but this will do till were in new beta

oh and for the curious i had my mod working on a Video Projector in BIG Screen just for display (https://cdn.discordapp.com/attachments/338662587552104449/531814943243370503/20190107_133317.jpg)

Watch the Videos and enjoy the show of a Great Themepark (just alone the circus tent took about a day to build)

lol thats it, i played Redemption and though thats what u need so i had someone help me do a 100% reconstruction of the rollercoaster of Redemption and just added the rest from head, only thing that would make it look good is Fog but even after i implemented fog it doesnt show up so thats gonna wait,

also i had no Circus tent but decided to add it after playing Thimbleweed Park by Ron Gilbert and seeing Ransom the Insulting Clown.

got Bored of of Standard Ammo Display Today so i changed it to something else..... but only on Paper aka Sprites, it hasnt been implemented yet so i gotta find a Coder (i did put up a PAYD job offer on Source Modding community)